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50 results for "pose"

function
UAnimInstance::AddPoseSnapshot Engine

Registers a pre-constructed pose snapshot under the given name.

function
UKismetMathLibrary::ComposeRotators Engine

Combines two rotators into a single rotator that represents applying A first, then B.

function
UAnimInstance::GetLinkedInputPoseNode Engine

Retrieves a linked input pose node by its node ID and optional link index.

function
UAnimInstance::GetPoseSnapshot Engine

Returns a read-only pointer to the stored pose snapshot with the given name, or nullptr if no snapshot exists under that name.

function
UKismetMathLibrary::Matrix_GetTransposeAdjoint Engine

Returns the transpose adjoint (cofactor matrix transposed) of the given matrix.

function
UKismetMathLibrary::Matrix_GetTransposed Engine

Returns the transpose of the matrix (rows and columns swapped).

function
UAnimInstance::RemovePoseSnapshot Engine

Removes a previously stored pose snapshot from this AnimInstance by name.

function
UAnimInstance::SavePoseSnapshot Engine

Captures the current skeletal mesh pose and stores it internally under the given name.

function
UAnimInstance::SnapshotPose Engine

Captures the current evaluated pose into an FPoseSnapshot struct for external use.

class
AGameStateBase Engine

Replicated actor that holds authoritative game state visible to all clients — the client-accessible counterpart to `AGameModeBase`.

function
UKismetMathLibrary::Add_Vector2DVector2D Engine

Returns the component-wise sum of two 2D vectors (A + B).

function
UKismetMathLibrary::BMax Engine

Returns the larger of two byte values.

function
UKismetMathLibrary::BMin Engine

Returns the smaller of two byte values.

function
UAnimInstance::BlueprintPostEvaluateAnimation Engine

Blueprint event called after the animation graph has been evaluated and final pose computed.

function
UKismetMathLibrary::BreakBoxSphereBounds Engine

Decomposes an FBoxSphereBounds into its origin, box half-extent, and sphere radius components.

function
UKismetMathLibrary::BreakColor Engine

Decomposes an FLinearColor into its individual R, G, B, and A float components.

function
UKismetMathLibrary::BreakDateTime Engine

Decomposes an FDateTime into its year, month, day, hour, minute, second, and millisecond components.

function
UKismetMathLibrary::BreakFrameRate Engine

Decomposes an FFrameRate into its numerator and denominator integers.

function
UGameplayStatics::BreakHitResult Engine

Decomposes an FHitResult struct into its individual fields.

function
UKismetMathLibrary::BreakQualifiedFrameTime Engine

Decomposes an FQualifiedFrameTime into its constituent frame number, frame rate, and sub-frame offset.

function
UKismetMathLibrary::BreakQuat Engine

Decomposes an FQuat into its raw X, Y, Z, W float components.

function
UKismetMathLibrary::BreakRotator Engine

Decomposes a rotator into its Roll, Pitch, and Yaw components in degrees.

function
UKismetMathLibrary::BreakTimespan Engine

Decomposes an FTimespan into its individual days, hours, minutes, seconds, and milliseconds components.

function
UKismetMathLibrary::BreakTimespan2 Engine

Decomposes an FTimespan into days, hours, minutes, seconds, and a nanosecond fraction.

function
UKismetMathLibrary::BreakVector Engine

Decomposes an FVector into its three individual double components.

function
UKismetMathLibrary::BreakVector2D Engine

Decomposes an FVector2D into its individual X and Y double components via output parameters.

function
UKismetMathLibrary::BreakVector4 Engine

Decomposes an FVector4 into its four individual double-precision components via output parameters.

function
UAnimInstance::EnableUpdateAnimation Engine

Enables or disables the animation update tick for this instance.

function
UKismetMathLibrary::EqualEqual_BoolBool Engine

Returns true if both boolean values are equal (both true or both false).

function
UKismetMathLibrary::EqualEqual_IntInt Engine

Returns true if A is equal to B (A == B).

function
UKismetMathLibrary::EqualEqual_RotatorRotator Engine

Returns true if rotators A and B are equal within ErrorTolerance per component.

class
FString Core

Unreal Engine's general-purpose heap-allocated string class.

function
AActor::FinishAddComponent Engine

Completes the registration of a component that was created with bDeferredFinish=true.

function
UKismetMathLibrary::FromSeconds Engine

Constructs an FTimespan from a number of seconds.

function
FTimerManager::GenerateHandle Engine

Creates a valid FTimerHandle for the timer at the given internal sparse-array index, encoding the index and a serial number into the handle.

function
AActor::GetActorQuat Engine

Returns the rotation of the actor's RootComponent as a quaternion.

function
UKismetMathLibrary::GetAzimuthAndElevation Engine

Decomposes a world-space direction vector into Azimuth and Elevation angles expressed relative to a given reference frame.

function
USceneComponent::GetComponentRotation Engine

Returns the component's world-space rotation as an FRotator.

function
AActor::GetDefaultAttachComponent Engine

Returns the component that child actors and components should attach to by default.

function
UAnimInstance::GetInstanceAssetPlayerLength Engine

Returns the total length in seconds of the animation asset referenced by the specified asset player node.

function
UAnimInstance::GetInstanceMachineWeight Engine

Returns the current blend weight (0.

function
UAnimInstance::GetInstanceRelevantAssetPlayers Engine

Returns a read-only reference to the array of asset player tick records that are currently relevant — i.

function
APawn::GetMovementBase Engine

Returns the `UPrimitiveComponent` the pawn is standing on, attached to, or otherwise using as a movement base.

function
UAnimInstance::GetMutableInstanceRelevantAssetPlayers Engine

Returns a mutable reference to the array of relevant asset player tick records.

function
APawn::GetNetOwner Engine

Returns the actor that owns this pawn for network relevancy and replication purposes.

function
APawn::GetNetOwningPlayer Engine

Returns the UPlayer that owns this pawn for network purposes.

function
APlayerController::GetPawn Engine

Returns the pawn currently possessed by this controller, or `nullptr` if no pawn is possessed.

function
UAnimInstance::GetSlotNodeGlobalWeight Engine

Returns the global blend weight of the specified slot node, accounting for the full graph hierarchy.

function
UWidget::GetTickSpaceGeometry UMG

Returns the geometry used during the last Tick.

function
UKismetMathLibrary::GetYawPitchFromVector Engine

Decomposes a direction vector into Yaw and Pitch rotation values in degrees.